Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312019-12-31T07:48:40ZTracker
Redmine Doomsday Engine - Bug #2388 (New): [Heretic] Stuck monsters can close the "open stay" doorhttps://tracker.dengine.net/issues/23882019-12-31T07:48:40Zsvl1
<p>There is a door. From my side, it opens with the action "D1 open stay", on the reverse side it opens with the action "DR open wait close". I open the door of D1, monsters are running at me, but they can’t go through the door, since I do not let them in, but they activate DR. After some time, I kill all the monsters, the door closes, and I can no longer open it. DR is not activated if monsters easily go through the door, only if for some reason they can’t go through the door.</p> Doomsday Engine - Feature #2387 (New): [Heretic] Sector floor cannot be lowered if a tall monster...https://tracker.dengine.net/issues/23872019-12-31T07:23:20Zsvl1
<p>It is impossible to lower a sector if there is a monster on it, the height of the height is greater than the height of the sector. The sector will lower if the monster is killed.</p> Doomsday Engine - Bug #2385 (New): [Heretic] Deactivating a one-time teleporthttps://tracker.dengine.net/issues/23852019-12-31T06:54:53Zsvl1
<p>The one-time teleport linedef is deactivated if it is crossed from the back. Monsters can also deactivate this linedef</p> Doomsday Engine - Bug #2235 (New): Afrits sometimes become invisible when frozenhttps://tracker.dengine.net/issues/22352017-04-03T17:08:39Ztheleo_ua
<p>Frozen afrits can be invisible sometimes</p>
<p>1) Try to freeze an afrit like in this video: <a class="external" href="https://www.youtube.com/watch?v=zinx1oStuz0&#38;index=31&#38;list=PL5QwAqOy7WABpsDsuzSKwTk2S8QnzsLg5#t=2h41m52s">https://www.youtube.com/watch?v=zinx1oStuz0&#38;index=31&#38;list=PL5QwAqOy7WABpsDsuzSKwTk2S8QnzsLg5#t=2h41m52s</a> (watch at 2:41:52)</p>
<p>Actual result: afrit is invisible<br />Expected result: afrit should be visible</p>
<p>Reproduced in 2.0 stable</p> Doomsday Engine - Bug #2117 (New): [HeXen] Polyobj collision incompatible with vanilla behavior (...https://tracker.dengine.net/issues/21172015-10-08T18:24:34Zvermil
<p>In the below vanilla HeXen pwads second map is a polyobj (thing 139). In Doomsday 1.15 and 2.0, the player is unable to push it all the way it is supposed to be moved.</p>
<p>This prevents progression in the map and pwad in Dday.</p>
<p><a class="external" href="http://www.doomworld.com/idgames/levels/hexen/a-c/colin4">http://www.doomworld.com/idgames/levels/hexen/a-c/colin4</a></p> Doomsday Engine - Bug #2097 (New): [Doom] Lost Soul boucing accuracy in Ultimate Doomhttps://tracker.dengine.net/issues/20972015-07-02T22:17:10Zvermil
<p>As is widely known, a coding mistake meant that Lost Souls don't bounce off floors and ceilings in Doom1 + 2.</p>
<p>However, this was fixed in both Final Doom, Ultimate Doom and also Doom95 (which fixes the bug in all versions of Doom when ran through Doom95).</p>
<p>However, Dday only replicates the fix for Final Doom meaning it currently neither respects the original executables or Doom95 100%.</p>
<p>Something like this would be needed to mimic the original executables, with the bit in bold being the correction:</p>
<p>dd_bool const correctLostSoulBounce = ( <strong>gameMode doom_ultimate</strong> || gameMode doom2_plut || gameMode == doom2_tnt); "</p> Doomsday Engine - Bug #2090 (New): Missile with no death state errorhttps://tracker.dengine.net/issues/20902015-06-13T19:25:40Zvermil
<p>A long standing issue that occurs almost every time a missile with a null death state impacts something</p>
<p>Dday 1.8.6 had no issue with this set up (i.e it didn't crash), but newer versions of Dday crash with a seg fault. Upon testing again recently in Dday, it now produces the below error message:</p>
<pre>"Loop: Uncaught exception during loop iteration:
[Error] (Mobj_BspLeafAtOrigin) Mobj is not yet linked
^ : Application terminated due to exception:linked
^ : Application terminated due to exception:
Uncaught exception during loop iteration:
[Error] (Mobj_BspLeafAtOrigin) Mobj is not yet linked"
</pre> Doomsday Engine - Bug #2068 (New): [HeXen] Badguys not retaining alerted status upon return to a maphttps://tracker.dengine.net/issues/20682015-05-21T07:46:48Zvermil
<p>Bad guys are incorrectly loosing their alerted status when the player returns to a map they have previously been to (i.e they aren't staying woken up and targeting the player as they do in Vanilla).</p> Doomsday Engine - Bug #2007 (New): [Hexen] Mana given when collecting already-owned, fourth-weapo...https://tracker.dengine.net/issues/20072015-03-30T15:26:41Zdanijdanij@dengine.net
<p>Presently when one attempts to pickup a piece of the fourth-weapon the amount of mana (a.k.a. ammo) given is not always correct. For example; assemble the Quietus, fire some rounds and then attempt to collect another piece - the player should be given an equal amount of each type of mana - yet that does not always happen.</p> Doomsday Engine - Bug #1993 (Feedback): Switching maps while XG lines are active causes seg faulthttps://tracker.dengine.net/issues/19932015-03-12T10:51:04Zvermil
<p>Exiting or warping to another map while an XG def is active (whether or not it is actually affecting the map) appears to cause a seg fault. I have also got a signal terminated error on rare occasions.</p> Doomsday Engine - Bug #1894 (New): [Heretic] Map that relies on original footclippinghttps://tracker.dengine.net/issues/18942014-11-03T22:29:42Zvermil
<p>E1M2 of this Heretic pwad relies on the original games buggy foot clipping in order for the player to be able to pick up the Blue Key.</p>
<p><a class="external" href="http://www.doomworld.com/idgames/index.php?file=levels/heretic/a-c/aquaduct.zip">http://www.doomworld.com/idgames/index.php?file=levels/heretic/a-c/aquaduct.zip</a></p>
<p>In Vanilla Heretic, footclipping occurred as soon as the players mid point moved over a sector with an appropriate flat.</p>
<p>Dday sometime in the 1.9 series, changed this behaviour so that the player had to actually touch the appropriate flat before footclipping occurred.</p> Doomsday Engine - Bug #1821 (Progressed): [Hexen] Monsters do not always awaken (Seven Portals an...https://tracker.dengine.net/issues/18212014-06-14T09:22:19Zvermil
<p>Using the seven portals hub, I seem to notice that bad guys flagged as deaf in HeXen don't appear to be switching from deaf to non-deaf upon hearing a shot (i.e their vision doesn't appear to be switching from 180 degrees to 360 degrees).</p>
<p>Also, I can't get the Chaos Serpent thing 56 to wake up until I either shoot it or move close to it; in Vanilla HeXen he would wake up on sight from any distance.</p>
<p><del>Finally, bad guys are incorrectly loosing their alerted status when the player returns to the map (i.e they aren't staying woken up). This one I can confirm.</del> (see <a class="issue tracker-1 status-1 priority-4 priority-highest" title="Bug: [HeXen] Badguys not retaining alerted status upon return to a map (New)" href="https://tracker.dengine.net/issues/2068">#2068</a>)</p> Doomsday Engine - Feature #1767 (New): Network delta profilerhttps://tracker.dengine.net/issues/17672014-04-18T05:35:42Zskyjake
<p>In a multiplayer game, the server will periodically determine what has changed in the game world and send out notifications about the changes to the clients. The purpose of a delta profiler is to track the amount and quality of data sent, and make it possible to improve the quality of the delta stream so that the client gameplay experience is better.</p>
<p>There could be a visual display of the delta statistics (cf. memory zone debug).</p> Doomsday Engine - Feature #1764 (New): DMU 2.0: Generate network deltas https://tracker.dengine.net/issues/17642014-04-18T05:22:07Zskyjake
<p>Take advantage of DMU calls to generate network world state deltas. The core idea is that because all changes done to map data happen via DMU, it has sufficient information to generate all deltas for clients.</p>
<p>Instead of polling the map for changes several times per second, generate a delta from each change done via DMU. This will take significantly less CPU time than polling.</p>
<p>This is basically DMU v2: the implementation needs to be refactored as C++ while retaining the old C API for existing game logic.</p>
<a name="Considerations"></a>
<h2 >Considerations<a href="#Considerations" class="wiki-anchor">&para;</a></h2>
<ul>
<li>Map objects will need to be included somehow into the delta processing. How to do this without causing significant changes in existing game logic?</li>
<li>The common serialization mechanism in libdeng2 should be utilized in transferring the deltas.</li>
</ul> Doomsday Engine - Bug #1661 (New): [Deathkings] Bad behavior of object in lift (mobj hitbox overlap)https://tracker.dengine.net/issues/16612013-11-11T07:06:08Zvermil
<p><a class="external" href="http://tracker.skyjake.fi/issues/869">http://tracker.skyjake.fi/issues/869</a></p>
<p>Splitting off the other issue from this report that I missed that I was supposed to back in the day. My apologies.</p>
<p>I also figure I should link it to this other issue with mobj hitboxes next to walls: <a class="external" href="http://tracker.skyjake.fi/issues/1660">http://tracker.skyjake.fi/issues/1660</a></p>
<p>On HeXen Death Kings, Map 35, there appears to be a similar case to the old Doom E1M7 column issue (at least as far as end result), with an Ettin and a pillar that functions as a lift (sector 15 and thing 257).</p>
<p>The corner of the Ettin's hitbox slightly overlaps the lift, pretty much identically to the Sergeants on column in Doom. However he can move away freely, if alerted, as in Vanilla.</p>
<p>However, unlike Vanilla, if the player tries to use the lift without alerting the Ettin, the Ettin suddenly jumps up to the lifts higher floor and the lift becomes stuck, as if Dday is confused about what sector the Ettin was in, when the player went to use the lift.</p>